@demofox@BartWronski definitely. But my point is, in gamedev (or generally outside of "research"), many of these things are not because someone wanted to find a theory; they are because someone wanted to save half a millisecond. I'm 99% sure stochastic mip sampling happened in gamedev only because of in a virtual texturing system manually doing full trilinear is very costly. Someone had an idea of random mip choice, and went "hey that does not look too bad!" and so it shipped.
@demofox@BartWronski which again is why I'm very happy for paper like this (and a handful of others) that "bring industries together". I think Bart mentioned it too, but many graphics people are blissfully unaware of most of signal processing things done by audio people, for example. It might be useful! (or it might not, lol)
@BartWronski@demofox "What do you mean games already do robust temporal multi-frame super-resolution???" is funny. It goes the other way too though, like half of all the ECS stuffs within gamedev are along the lines of "ok so you've invented an extremely limited relational database, right" and they go "what's a relational database?" :)
Seriously tho, I find ChatGPT useful for exact this case: I need some throwaway thing in a language/API I’m not familiar with. Ie it’s a replacement for what used to be “copy from stack overflow”. It’s great at least for that!
Holy shit, waking up to a spambot flood. Luckily most of the spam accounts were from just several domains, so added some domain blocks, and now close to 1000 spambots should be suspended. But geez.
Mastodon would benefit from somewhat better moderation/spam addressing tools. Most of what exists now seems to be geared towards dealing with problematic individuals, not with "there's a thousand automated accounts posting tens of thousands of mentions in minutes".
"temp feature" <...> "14 years ago". Yup, checks out -- the best way to ensure anything stays alive forever, is to mark it as "temporary feature/hack" :)
Neat: SmolSharp, a way to (mis)use C# native AOT compilation to produce very small executables. There's a C# OpenGL water rendering demo in under 8 kilobytes. https://github.com/ascpixi/smolsharp